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View Full Version : Will modding QW be similar to modding W:ET?


TheBladeRoden
06-22-2007, 12:04 AM
Would it be wise to start practicing on W:ET in the meantime?

ArcticWolf
06-22-2007, 12:09 AM
Probably more like DOOM.

DOOM3World.org would be a good resource.

I believe modeling wise the MD5 has been confirmed, so there should be exporters already done (DOOM3 and QUAKE 4 could accept the same exporter I think). Mapping will obviously be different, if you use MegaTexture.

CarRamrod
06-22-2007, 02:42 AM
The custom maps people will make for this make me happy in the pants.

I love custom maps.

AnthonyJ
06-22-2007, 01:56 PM
Probably more like DOOM.

I hope its nothing like Doom, cos that required a hex-editor (or DehHackEd (http://en.wikipedia.org/wiki/DeHackEd)) ;)

sponge
06-22-2007, 01:57 PM
Dehacked was clearly an awesome way to make changes to gameplay logic!

Kamikazee
06-22-2007, 02:03 PM
Probably more like DOOM.

DOOM3World.org would be a good resource.

I believe modeling wise the MD5 has been confirmed, so there should be exporters already done (DOOM3 and QUAKE 4 could accept the same exporter I think). Mapping will obviously be different, if you use MegaTexture.I can't refuse to plug Modwiki.net (http://www.modwiki.net) for any documentation needs.
Sure, it still has holes, but it bundles a lot of information which could have left you searching Google for an hour otherwise.

MWLL|Criminal
07-16-2007, 05:56 PM
Probably more like DOOM.

DOOM3World.org would be a good resource.

I believe modeling wise the MD5 has been confirmed, so there should be exporters already done (DOOM3 and QUAKE 4 could accept the same exporter I think). Mapping will obviously be different, if you use MegaTexture.

The stock md5 exporter/importer doesnt work i had to modify the max script slighty to deal with the following lines that don't exist in any of the doom 3 md5's
{flag
vertexcolor}

It only exists on a few of the meshes, however, it will screw up dertons importer.